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November 17th, 2021, 11:52 #151bmos' extensions
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November 17th, 2021, 15:59 #152
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still happens.
two screenshots shown. the npcs were coded from iron gods ap2... orc and smiler
as i said it seems okay but goes wrong if you look at the hits points using the hourglass.
orc 1.PNG
smiler 1.PNG
cheeeers wak
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November 17th, 2021, 19:19 #153
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November 17th, 2021, 21:18 #154
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okay. that was a huge difference....
i have deleted alll the extensions i was installing and updateing like i used to have too with classic.
most of my problems have gone away so sorry to have bothered you.....
there are however some of your (and other) extensions that are not on the forge list. coin weight for example
but i will get back to testing now....
I am realy impressed with forge and how it works....
cheeeers wak
Thank you for your hard work....
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November 17th, 2021, 23:27 #155
yay! not a bother, glad you found a solution.
you might want to try my coin weight extensionbmos' extensions
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November 21st, 2021, 17:30 #156
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Is it possible to get an effect that adds temporary hit points? I know that it can be done manually, but I have a character that has a rage effect from "spheres of might" in pathfinder that adds 3+BAB temporary hit points each round and -2 AC. This lasts for a round.
And as always temporary hit points does not stack with the same source, but it stacks with everything else.
So I would like to create an effect like this:
Berserking; AC: -2; HP: 3 [BAB], temporary (duration 1 round)
Or for even easier managment since I am going to berserk every round, something that refreshes temporary hit points up to its max each round:
Berserking; AC: -2; HP: 3 [BAB], temporary, enhancement (no duration)
So this effect could add temporary hit points each round, but with it being an "enhancement" effect it does not stack with itself (I could also have used sacred, or alchemical or something else already in the code. It is just for the stacking issues)
This might not be possible, and might be hard if one has several temporary hit points effects on oneself. What would the program take first for example. And outside of spheres of might there are not that many uses for it. But unchained barbarian that rage cycles (starts and end rage), and spells that gives temporary hit points in a duration all could use it.
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November 21st, 2021, 20:07 #157bmos' extensions
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November 21st, 2021, 20:14 #158
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Yes, but with stacking issues since temporary hit points does not stack.
So TEMPO: 7 enhancement
this would give myself 7 temporary hit points at the start of each round, but if I already have 5 temporary hit points it should only go up to 7, not to (7+5=)12 temporary hit points.
And things like unchained barbarian gives temporary hit points, and these stack with this berserk that gives X amount each round since different sources stack.
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November 21st, 2021, 21:01 #159
Then it is basically like the TEMPO I did for 5e? I can convert and implement that in 3.5e/PF1, too; I expected that noone needs this for PF1, but of course PF1 implemented a book with something like this May be just a bit more fiddly since it just takes the biggest value if the same source, or the sum of them. (Or Bmos does that and can fiddly around with that behaviour May be indeed better for the extension of this thread because of affecting the temp HP box )
My extensions for 3.5e and Pathfinder
Bug reports please here
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November 22nd, 2021, 13:55 #160
There's no logical connection to this extension, really. It would be a better fit for yours or as a standalone. Here is how I did it in 4E. I did try at the time to make a 3.5E/PF version, but the code works differently for our rulesets and I couldn't figure out how to make the temp hp apply.
Last edited by bmos; November 22nd, 2021 at 14:32.
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